public static void StartListener(string name, UnityAction action) { if (!AddListener(name, action)) { GameEvent gameEvent = new GameEvent(); gameEvent.Add(action); AddEvent(name, gameEvent); } }
private static void Register(GameMoudle moudle) { Controller controller = ControllerManager.GetController(moudle); GameEvent gameEvent = new GameEvent(); foreach (GameEvent.Type type in controller.EventList) { gameEvent.Add(type, controller.GetEvent(type)); } dicMoudleEvent.Add(moudle, gameEvent); }
public IterationResult Send(GameEvent Event, bool UpdateOfEnvironment = true) { if (!Enabled) { return(new IterationResult(null)); } if (UpdateOfEnvironment) { Event.Add(GetAllEnvironmentalChanges()); } return(evalService_.Send(Event)); }
void OnEnable() { loss.Add(Lose); win.Add(Win); }
void OnEnable() { serveCall.Add(Stop); win.Add(Stop); lose.Add(Stop); }
void OnEnable() { lose.Add(Reset); }
void OnEnable() { serveCall.Add(SetServe); }
void OnEnable() { win.Add(LevelOver); }
void OnEnable() { serveCall.Add(SetServe); win.Add(Stop); loss.Add(Stop); }
void OnEnable() { win.Add(Stop); lose.Add(Stop); }